I'm trying to send the firedByPlayer global event from the player to the bullet, when the bullet spawns it should listen for the event, then roll into the state and wait for collisions on the Enemies tag.

Inversely enemies would send the firedByEnemy event to the spawned gO and roll it into the other state which waits for collisions with the Player tag.

One way to do it would be to create a floating version of the block at the point of your raycast that follows the mouse around, then listen for mouse input to place the object, on mouse input scan collider of the floating block for triggers that are listed as failed placement conditions and return with either a fail or pass event and either create the object(and cleanup the floater) or return to the floater and listen for mouse input.

This kind of thing usually doesn't pan out until you jump in and get your hands dirty. Finding out if your method idea works and going from there.

I think I'm running into a speed problem. I have this setup but it isn't throwing the Event on the projectile. See images.

Basically the weapon Creates the bullet object, stores it as a variable then next does a send event to that stored variable to tell it either a player or enemy fired it. I do this so I don't have to have enemy projectiles and player projectiles separately. This idea came from the problem that the projectiles were spawning inside the shield-like collider around the player and immediately colliding with him so it was necessary to define an originator tag or something and exclude that from its collisions.

I think the problem is that the send event is firing before the object is created and able to receive commands because when I test it and fire away then i see the bullets are hanging up on the Setup phase. The event is global and I've recreated it several times.

Ideas? I thought about throwing a bool to tell it when it can receive info and having the weapon wait for that but all that will do is clog things up it seems.

So I noticed today while cleaning up my var's that the Global Variables list changes its count depending on what items that have FSM's I have clicked and then return to click inside the GV list it refreshes different counts. I'm not sure how the count routine works but is this intended?

I'm also looking for some direction on where to start with creating an Inventory and Equipment Slots. I don't really know anything about Array's or using them in playMaker so any info or ideas would be appreciated.

I'm prototyping something similar and as a beginner I managed to do 2 weeks of learning mixed with coding and duplicated it in about 30 minutes of using playmaker. Finally I can get on to making some art assets now.

This demo is what actually pointed me toward playmaker, so thanks for the great work and threads =)

So this tool is made for artists so I'm going to assume that asking really stupid questions about a visual scripting tool or programming is okay =)

When I add an Action like Character > Simple Move... What is the vector 3 variable? I can't figure out what to do with that and every action i add seems to want it. The drop down is empty and I don't understand how to "get" the vector3 variable or whatever it wants.

I'm trying to do basic independent WASD movement on a top down shooter and aim at the mouse pointer.